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4 posts in this topic

This week in the news; GDC/IGF/SXSW awards, Obsidian new game previewed, false Nintendo news, discussion on the future of video game coverage and curating a community, Digital Homicide attempting to sue Jim Sterling, X-COM creator announces new game, the making of Diablo, animated tribute To Satoru Iwata, implications of an aging player crowd, former Gametrailers staff start Patreon, story and feel of Limbo, critical reviews of The Division, Palmer Luckey urges VR devs to be realistic, GDC talks discuss sexuality in video games, details on Telltale's Batman and engine imporvement, Fullbright talks about how the "best person for the job" may not be the best and how people became the best, Tetsuya Mizuguchi talks about the creation of Rez, and more.




The site being down for updates means a few extra days worth of news.


In Memoriam: Game Developers Choice Awards 2016



Developers and people who influenced the industry that we have lost in the last year.


Tyranny preview: Obsidian's branching bad guy RPG is made to play over and over




Obsidian has announced their next game, Tyranny, at a Paradox press conference for GDC. Check the link for a teaser video and some information on the game.


A thread about this was created here


Stellaris and Hearts of Iron 4 release dates revealed



Stellaris will release on May 9 and Hearts of Iron 4 on June 6. Check the article for a trailer for Stellaris and a developer diary for Hearts of Iron 4.


The Banner Saga 2 comes to Steam next month




The Banner Saga 2 will launch on April 19th.


Rise of the Tomb Raider Next Expansion Release Date Announced





"As the illness seeps into the wilderness surrounding the base, Trinity soldiers transform into bloodthirsty killers who thrive on carnage," reads a line from the expansion's description. "To prevent the affliction from spreading, Lara must rely on her wits, physical agility, and crafting abilities to overcome this new enemy and shut down the decommissioned base."


Cold Darkness will be released on March 29th and will have zombies and add wave based combat.


Nintendo Denies It's Ending Wii U Production Anytime Soon




There was a rumor that Nintendo had stopped Wii U production, Nintendo denies this and says that production will continue.


Rumour: New Nintendo NX Controller Images Surface and Set the Web Alight





Occasional Nintendo Life contributor Liam Robertson has passed us some information from a source that has access to prototype hardware for the 'NX'. They've advised that the images 'aren't legit', and we're certainly inclined to have faith in that source. Of course, as is the nature with rumours they are all to be taken with a grain of salt.


The Division Player Discovers Possible DLC Locations




After discovering ways to glitch through wall and barriers one player has found some likely spots for DLC.


The Division Director Leaves Ubisoft, Joins Square Enix




Ryan Barnard has left Ubisoft to go to Hitman developer IO Interactive.


The Division's first big update looks to fix the Dark Zone


Ubisoft has revealed the details of the patch aimed at improving the Dark Zone.


Pokémon Designer Killed In Freak Accident




Eric Medalle was killed and his daughter injured when a tree fell on top of his car.


A thread about this was created here


Bravely Second Changes Because of Fan Feedback




Based on "overwhelming feedback" from players the versions released outside of Japan will have a few changes. The one that they mentioned is that a quest that has you choosing between two different sides and then the character lamenting their choice regardless of player decision, players said this was a disconnect between their intentions and what their characters were saying so the events were changed to have the characters come to terms with their decision.


Zero Time Dilemma launches this June — and is coming to Steam



This War of Mine: The Little Ones is coming to PC




Good news for This War of Mine fans.


1979 Revolution Shows the Nastier Side of Iran's Historical Uprising





1979 Revolution, the upcoming adventure game following the political revolution that took place that year in Iran, just got a new trailer. It’s the most in-depth look at the game we’ve seen so far, and it paints a desperate picture for both the country and the game’s photojournalist protagonist Reza Shirazi.


Binding of Isaac dev teases new game




Edmund McMillen has revealed his next project.


LawBreakers will no longer be free to play, is exclusive to Steam




Boss Key Productions announced that the game would no longer be free to play at GDC.


Draft bans are coming to Heroes of the Storm



Sources: Sony Is Working On A ‘PS4.5’




Sony might be planning on an updated version of the PS4.


Skyshine's Bedlam undergoes major changes in Redux update




The update will change how combat works, improve the AI, and add new character sprites, in addition to other changes to the game.






21 award were handed out with winners including The Witcher 3, Ori and the Blind Forest, Greg Miller, and Bloodborne.


Julian Gollop announces new game, Phoenix Point




The last game that his studio designed was Chaos Reborn.


XCOM 2 Anarchy's Children DLC is out now




The Anarchy's Children DLC has released for $4.99 (or included in the Reinforcement Pack) as well as a patch to fix some of the games other issues.


Batman Telltale Game Detailed, Supporting Characters Named, Visual Style Explained




Telltale gives some details on their Batman game, including the ability to play as both Batman and Bruce Wayne. Another article mentions how Telltale is overhauling their engine for Batman.


Minecraft: Story Mode is getting three "add-on" episodes




The fifth episode will be released March 29th but there will be three more add-on episodes coming later.


Digital Foundry: Hands-on with Quantum Break




Digital Foundry takes a look at the console version of Quantum Break


Yakuza 0 Coming to America and Europe "Early 2017"




The game was released on the PS3 and PS4 but only the PS4 version will be released in the West. Well, now I do need a PS4 eventually.


Battleborn Requires Constant Internet Connection



The game will need a constant internet connection for both single and multiplayer.


Game Studios Enter Legal Battle Over The Making Of Ark: Survival Evolved





Who really designed Ark: Survival Evolved? A lawsuit, filed late last year, alleges that there’s a messy story behind the development of one of Steam’s biggest hits.


The players involved are Trendy Entertainment, the company behind Dungeon Defenders, and Studio Wildcard, the start-up game dev behind Ark, which launched in Early Access last year on both Steam and Xbox One. In a lawsuit filed against Wildcard in December of 2015, Trendy alleges that their former creative director, game designer Jeremy Stieglitz, breached his contract and has been secretly working on Ark since he resigned from his position in 2014.


In court filings obtained by Kotaku this week, Trendy’s lawyers allege that Stieglitz had violated contractual agreements not to compete with his former company and “not to solicit Trendy employees.” They also accuse Wildcard of “tortious interference” with those contractual agreements, claiming that these acts “have had a devastating impact on Trendy’s business” and arguing that Ark is directly competing with Dungeon Defenders both for players and developer talent.


Square Enix's Mission to Relive JRPGs' Golden Age with I Am Setsuna





"As video games become more diverse and you have different types of games, I'm sure players also develop their own different tastes. That's why the Setsuna team thought there could be a game that exists that pays homage to those good old classic RPGs. It's great that there are people that are out there that support and want to encourage those kinds of games to be born."


Slain Looks Like Heavy Metal Castlevania



Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards



Best Debut
Moon Studios (Ori and the Blind Forest)

Best Audio
Crypt of the NecroDancer (Brace Yourself Games)

Innovation Award
Her Story (Sam Barlow)

Best Technology
The Witcher 3: Wild Hunt (CD Projekt RED)

Best Visual Art
Ori and the Blind Forest (Moon Studios)

Best Narrative
Her Story (Sam Barlow)

Best Design
Rocket League (Psyonix)

Best Handheld/Mobile Game
Her Story (Sam Barlow)

Audience Award
Life is Strange (DONTNOD Entertainment)

Game of the Year
The Witcher 3: Wild Hunt (CD Projekt RED)

Pioneer Award
Markus “Notch” Persson

Ambassador Award 
Tracy Fullerton

Lifetime Achievement Award
Todd Howard


IGF Game Developers Choice Awards – all the winners





Excellence in Visual Art

Winner: Oxenfree (Night School Studio)
Other nominees:
Mini Metro (Dinosaur Polo Club)
Panoramical (Fernando Ramallo & David Kanaga)
Gnog (KO_OP)
Armello (League of Geeks)
Darkest Dungeon (Red Hook Studios Inc.)

Excellence in Narrative

Winner: Her Story (Sam Barlow)
Other nominees:
The Beginner's Guide (Everything Unlimited Ltd.)
Black Closet (Hanako Games)
That Dragon, Cancer (Numinous Games)
Her Story (Sam Barlow)
Undertale (Toby Fox)
The Magic Circle (Question)

Excellence in Design

Winner: Keep Talking & Nobody Explodes (Steel Crate Games)
Other nominees:
Mini Metro (Dinosaur Polo Club)
Kingdom (noio & Licorice)
Her Story (Sam Barlow)
Superhot (SUPERHOT)
Infinifactory (Zachtronics)

Excellence in Audio

Winner: Mini Metro (Dinosaur Polo Club)
Other nominees:
Mini Metro (Dinosaur Polo Club)
Panoramical (Fernando Ramallo & David Kanaga)
That Dragon, Cancer (Numinous Games)
Darkest Dungeon (Red Hook Studios Inc.)
Lumini (Speelbaars)
Undertale (Toby Fox)

Nuovo Award

Winner: Cibele (Star Maid Games)
Other nominees:
The Beginner's Guide (Everything Unlimited Ltd.)
Panoramical (Fernando Ramallo & David Kanaga)
Fantastic Contraption (Northway Games & Radial Games)
Orchids To Dusk (Pol Clarissou)
Her Story (Sam Barlow)
Keep Talking & Nobody Explodes (Steel Crate Games)
Progress (Tim Garbos, Martin Kvale and Joel Nyström)

Best Student Game

Winner: Beglitched (Jenny Jiao Hsia & Alec Thomson)
Other nominees:
Pitfall Planet (Bonfire Games)
Ape Out (Gabe Cuzzillo)
Circa Infinity (Kenny Sun)
Orchids To Dusk (Pol Clarissou)
Chambara (team ok)

Seumas McNally Grand Prize Winner: 

Winner: Her Story (Sam Barlow)
Other nominees:
Mini Metro (Dinosaur Polo Club) 
Darkest Dungeon (Red Hook Studios Inc.) 
Keep Talking & Nobody Explodes (Steel Crate Games) 
Superhot (SUPERHOT) 
Undertale (Toby Fox)

Audience award: Undertale


It sounds like Hitman's online saves issue is here to stay





"This is a constantly evolving, living world of assassination, that will grow alongside the community with frequent content updates in between the launch of each location. This live content includes new contracts, escalation contracts, elusive targets, and even additional challenges.


"It is possible to enjoy the locations offline, but in order to ensure player-progress of the live content is correct and up to date, the save states for online and offline are kept separate."


Angered Game Developer Sues Critic Jim Sterling For $10 Million




Digital Homicide is trying to sue Jim Sterling.


Shadwen is an unapologetic stealth mashup that shouldn't be so cool




A look at Frozenbyte's upcoming action stealth title Shadwen.


John Carmack getting BAFTA’s highest honour





The British Academy of Film and Television Arts – BAFTA – has announced it will be handing this year’s Fellowship award to none other than John Carmack.


Gamespot's GDC Game Looks (Video Links)




Pinstripe - A Tim Burton-inspired Journey Into Hell

Deliver Us The Moon - It's an eerie, solitary adventure when you are the only one exploring abandoned moon bases. Or are you?

Inversus - Sleek Simplicity Breeds Deadly Complexity

Kingdom's Before - Chris Watters learns how to govern from the saddle and build a settlement to withstand the terrors of the night


Rocket League Dev on Xbox One/PS4 Cross-Play: We've Got It Figured Out




Rocket League developer discusses cross play.


Gabe Newell says he's "all for" cross-platform play




Gabe says that he is all for cross platform play.


Overwatch will be the first game to support Dolby Atmos over headphones




Support will be arriving soon in the beta.


Final Fantasy XV Director On Main Story Length, Frame Rate, Airship, Cactuar, And More




FFXV Director gives some new details about the game.


Scribblenauts Developer Not Shutting Down, Lays Off 45 Employees




According to tweets by lead animator Tim Borrelli, 5th Cell was being shut down. 5th Cell later released a statement saying that a project had been cancelled leading to 45 staff members being laid off but that they are not shutting down.


Doom's latest trailer shows off demon mode and the BFG



Epic's Sweeney just wants to sell Unreal Engine, as Amazon, Unity move to services




Sweeney talks to Gamasutra about the Unreal Engine at GDC.


Here's your first look at Sniper Elite 4 gameplay



Wadjet Eye's next game is a supernatural adventure called Unavowed




Wadjet Eye's founder has announced their next game, Unavowed. Check the article for more details and screenshots.


Mass Effect Dev Revealed New IP With T-Shirt, No One Noticed




Microsoft Says They Regret Holding GDC Party With School Girl Dancers




An odd thing to do on the same day as an event they hosted for women to talk about their experience in the game's industry and to give advice to other women who want to purse a career in it. Phil Spencer said it was, "unequivocally wrong and will not be tolerated" in his statement when informed about it.


A thread about this was created here


The Tech Behind A PS4 Game's Realistic Facial Expressions




Check the article for a video showing how Hellblade gets its realistic looking character expressions.


VR Headsets Are (Mostly) Comfortable With Glasses




Are VR headsets comfortable with glasses?


Luckey urges VR devs to be realistic about success




Palmer Luckey urged early VR developers to be realistic about what sort of returns they can make as early adapters.


Firewatch sells half a million copies, ships a thousand sets of photos




Firewatch has been very successful on both the PSN and Steam.


SOMA has almost made its money back; two new games coming




They need to sell another 20,000-30,000 copies for the games five year development to have been profitable but the studio is working on two new projects.


Punch Club has been pirated over 1.6m times




Punch Club has been pirated over 1.6 million times, but has sold over 300,000 copies.


Mirror's Edge Catalyst story details reveal competing factions and city districts




The website for Mirrors Edge has been updated with some new information about the game's setting.


Hyper Light Drifter Finally Has Release Date, Watch Stylish New Trailer



The game will be released for the PC and Mac on March 31st.


The Long Journey Home is a space exploration RPG with echoes of Firefly




Below, Capybara's upcoming roguelike, is set for this summer




In esports news


Esports pros on why women's tournaments are needed, but not forever





"My goal is to get rid of these female tournaments altogether," says Stephanie Harvey, a five-time world champion in Counter-Strike. "The goal is to compete against each other and be one of the first competitive environments that doesn't care about gender."


During a talk at GDC, Harvey and Morgan Romine, an anthropologist specializing in diversifying esports, took to the stage to address the struggle for better representation in esports and dispel misconceptions surrounding female-only tournaments. While both women expressed that creating exclusive spaces for female competitors wasn't a long-term solution, the message was clear: Women's-only tournaments are a necessary first step to creating a more inclusive esports culture."


Women's tournaments are important, and they are valuable as a temporary solution for helping to build a community of women in this space," says Romine. "Ultimately, we would like them to not be necessary, but we do think they are."


League of Legends casters boycotting Shanghai event over wage dispute with Riot



League of Legends shoutcasters Erik "DoA" Lonnquist, Christopher "PapaSmithy" Smith and Christopher "MonteCristo" Mykles will not work the upcoming Mid-Season Invitational in Shanghai due to low freelance rates offered by Riot Games, the three announced in a joint statement today.


Professional Dota 2 teams see shocking roster changes ahead of championship deadlines





In a move that shocked the Dota 2 community and professional scene, recent Shanghai Major winners Team Secret have released two members of its roster, replacing them with players from The 2015 International Dota 2 Championship winning team Evil Geniuses — namely, carry player Artour "Arteezy" Babaev and offlane player Saahil "Universe" Arora.


Guest Column: This Is Your Brain on Esports





Guest Contributor Patrick Miller explains how competitive gaming taught him how to learn.


And then I found a Capcom vs. SNK arcade cabinet in an old Berkeley pizza place. I walked through the crowd, put my quarter up, lost, and realized that nothing in my life to date had been as exciting as playing video games against strangers in front of an audience. I met a friend at school who was also into fighting games, and we started practicing together, meeting other people, traveling to different arcades, and going to tournaments. I was still a B student, but I kept up those Bs while spending 2-3 hours after school every day playing at the arcade, entering every competition I could, devouring old VHS tapes of tournament footage for clues, and hunting for new practice partners.


In crowdfunding news


Easy Allies is creating Video Game Streams and Shows




Former Gametrailers staff are getting together to create new content. As Danny said in his tweets, it's good to see Patreon changing games media.


VIDEO GAMES LIVE: LEVEL 5 (album & movie!)





The 5th album of orchestral video game music from the award winning decade long world touring video game concert... Video Games Live!


Video Games Live™ is an award winning immersive world touring concert event featuring music from the most popular video games of all time. Created, produced and hosted by world renowned game industry veteran Tommy Tallarico, top orchestras and choirs around the world perform along with exclusive synchronized video footage and music arrangements, synchronized lighting, well known internet solo performers, electronic percussion, live action and unique interactive segments to create an explosive one-of-a-kind entertainment experience.


A thread about this was created here


Other content I found interesting this week


A Beautiful, Animated Tribute To Satoru Iwata



What's the Future of Video Games Coverage?



Danny O'Dwyer of Gamespot, Matt Lees of Cool Ghosts, and Kahlief Adams and Shareef Jackson of the Spawn On Me podcast talk about the future of and what is missing from video game coverage and the kind of audience that you generate. A look at creating the content that isn't out there and not just copying what everyone else is doing. Creating content focused on niches and on the "heart of gaming". Matt Lees talks about companies that want to pay for coverage, and how not wanting to take money can prevent you from getting previews and review copies and why he went to Patreon. Shareef Jackson on how people can be discouraged from perusing a career in a field that doesn't appear to have diversity or to represent different people. Kahlief Adams talks about the importance of visibility of the people working in game's journalism. Matt Lees talks about the harmful effects that decades of similar styled gaming coverage has caused and how content like Xbox vs Playstation to get more hits while attracts a negative crowd that pushes away people you would want ot interact with and quality content creators. All of them talk about what it's like to have years worth of content available that may not represent the work they do now, how they have grown as people over the years, and how popular youtubers who focus on negative things have to live a life surrounded by constant negativity because of the community and content they have created.


20 years later, David Brevik shares the story of making Diablo





David Brevik helped cofound Blizzard North over twenty years ago, and played a pivotal role in the design and development of the studio’s influential hit Diablo.


The game was released at the end of 1996, and to celebrate its 20th anniversary Brevik took the stage at GDC today to deliver a postmortem look back at his work on the game.“


The original concept was something I came up with in high school,” said Brevik, who went to school in California’s Bay Area and got the idea for the game’s name from local peak Mt. Diablo. “It’s all I’ve ever wante dto do, make games, and even in high school I was thinking about what kinds of games I could make and what names I could use.”


The original concept for Diablo, says Brevik, was more of a traditional party-based RPG, turn-based and heavily influenced by his early love of games like Rogue and Nethack.


His original pitch can be read here






Article about Train Jam, an annual game jam that occurs on the Amtrak train from Chicago to San Francisco.


Watch Dark Souls III Come To Life with Chalkboard Art









There is an obsession with garbage that tells the story of the breakdown of the systems of society so effectively. Bags of it lie in great drifts across roads, it fills stairways and alleys, piling up in cavernous sewers. It is an image that speaks so strongly to the supposed knife-edge the game wishes to depict society as resting on. It defines a society of endless consumption brought to its knees. When combined with the Christmas imagery that comes with the games’ “Black Friday” timescale—wrapped trees lined up on the streets, fairy lights twinkling above burnt out cars—it starts to feel like a visual interrogation of late Capitalism. And when the precisely simulated snow drifts in, and you are stalking down an empty city street surrounded by refuse, The Division seems to make sense, it seems to say something. But before long, out of the swirling flakes will come a jerky citizen, who will congratulate you for your efforts, and then ask you for a soda. And all at once, that something is lost.


The Division is a terrible Tom Clancy game



Clancy built his reputation on plausibility. Readers picked up his novels primarily because they seemed like they could actually happen. Say what you will of him as a writer, but the man did his research. Clancy never hand-waved technical details or made stuff up as he went along. When he researched Red Storm Rising, he constructed intricate wargames to simulate a NATO-Soviet clash, and played through them with friends from the Naval War College. His passion for schematics and reports went so deep, that toward the end of his life he seemed more interested in writing nonfiction than novels.


That’s a long way of saying that Clancy showed his work. He wasn’t right all the time, of course, and some novels did contain personal bias, stereotyping and patently absurd scenarios. But when Clancy overreached, he provided a chain of reasoning for that overreach. He explored consequences. If he manufactured a laughable conflict between the U.S. and Japan, then dammit, he’d make sure it was the most technically-plausible absurd U.S.-Japanese war you’ve ever read.


On its surface, The Division looks like it continues Clancy’s deep-research legacy. The disease-ravaged streets of New York come straight out of Operation Dark Winter, a multi-state epidemic/bioterror scenario the U.S. government conducted in 2001. Scenarios involving pathogens spreading through money recall the post-9/11 Anthrax attacks, when someone -- most likely a biodefense employee -- mailed anthrax-laced letters to several Democratic senators. The eponymous Division operates under National Security and Homeland Security Presidential Directive 51, a government continuity directive President Bush signed in 2007. Directive 51 was not the U.S. government’s first government continuity plan (it revoked a similar directive signed in 1998), but it was the first released to the public, letting its vague language and heavily-censored text fuel conspiracy theories -- which, unfortunately, The Division runs with.


An Open Letter to the Dude Named Alex I Keep Killing in ‘The Division’





I respect your persistence, but haven’t you learned by now? I’ve shot you down at least a dozen times. What the fuck are you doing? Clearly you can’t hang. I’m not mad at you—you give me incremental experience points every time we quarrel in the streets. I’m simply disappointed. I’m 10 hours into Tom Clancy’s The Division, I’m level 11 and you inhabit a block that’s now below my level. You cannot, and will not, succeed. I’m sorry Alex, but it’s time to give up.


Online harassment in virtual reality is 'way, way, way worse' — but can devs change that?





Although "viewer discretion" was advised, Harris warned the audience that he wasn't going to shy away from the harsh realities of harassment over the next half hour. The cyberbullying he detailed was both familiar and foreign to much of his listeners, however, making it all the more fascinating — and, in a way, frightening.


Harris is a lead game designer at the studio, which is now working on multiplayer VR experiences. Similar to typical online games (he often referenced Dota 2 and Call of Duty), players in massively multiplayer online VR releases will likely be the target of harassment at some point during play, he explained. But what isn't quite apparent yet is the form that harassment will take with this technology, which encourages total immersion and players having presence within the virtual environment.


It turns out that, according to Harris, harassment is "way, way, way worse" in VR.


Patrick Harris, of Minority Media (Papo and Yo), opens an important discussion about VR.....after doing what sounds like extremely unethical research on unsuspecting people.


What games can learn from fan fiction websites about representing sexuality





"Are tentacles in games going to make people uncomfortable?"


A group of game design students, industry veterans and everyone in between had been sitting on the floor in the North Hall of the Moscone Center for nearly half an hour when Michelle Clough, a narrative designer and localization editor whose resume includes Death Note and Mass Effect 3, asked this question. They'd been talking about different sexual kinks, practices and relationships in gaming with total candor, addressing subjects like, well, tentacle porn — among myriad other sexual preferences and portrayals.


Robert Yang: "The game industry needs to get laid"



Part of the problem is the vague content policies in place at many of these sites. Yang pointed to the PayPal's Content Policy, which doesn't tell users which content is banned. He played a game of "Was This Banned on Twitch?" with the audience, noting that Twitch will ban smaller games for the same content found in AAA titles like The Witcher III: Wild Hunt or South Park: The Stick of Truth.


"'Certain sexualities are banned.' Which sexualities? They won't tell you. They say not to cross the line, but the line is invisible and shifting," Yang said about PayPal."


Not only does Twitch have a bad policy in my opinion, but they also enforce the bad policy inconsistently," he added. "If I were cynical, I'd say Twitch allows games with big publishers, but they don't understand smaller developers."


Platinum Games' guide to action game design





Atsushi Inaba is a co-founder of Platinum Games (The Wonderful 101, Bayonetta, Transformers: Devastation.) His job is to oversee all of the company's games "from the moment a project is kicked off until completion," he said, by way of introducing himself in his GDC session.


He started with a surprising definition of what an "action game" is.


When it comes to the game design, they're passive, he says. "It's a set of actions responding to output. You might be wondering what 'output' means," said Inaba. "Output refers to situation such as the enemy appearing right in front of you, or you being attacked."


"For example, attacking an enemy because it appeared in front of me, or dodging a bullet because the enemy attacking you, these actions are reactive moves taken against the output. Something happened, and you reacted to it."


"And although the impression one gets from the term 'action games' sounds like a genre where you are proactively doing something at will, it actually is not -- there's something that happens first and you must react to it in a certain window of time."


They're inherently reactive; horror and adventure games, where the player explores the world, put the player in the active role, conversely: "They are fundamentally the opposite," he said.


There's a challenge for the developer, though: "If these actions go on for a long time or the window is so short, the game becomes more difficult." Inaba said that Platinum is very careful about this sort of thing -- and also about game pacing, a topic he discussed at length.


Factor 5's Cancelled Superman Game


Thank you to BleedingChaos23 for sharing this



A thread about this was created here


Fullbright Founder: Look past "the best person for the job"





"We didn't decide to work with her because she was already the best person for the job. She became that person. It's often the people who are unproven that end up doing the work that changes us," he said. "This is not a rare story in our industry. All of us, right now, can think of the person who gave you your first chance. They opened the door for you."


Gaynor showed a slide with the team at Fullbright Company, where 5 of the 8 team members are women. He agreed that Fullbright does not look like an average team in the industry and said that doesn't happen by accident.


"It doesn't happen, because we exclusively hire the people who are already proven to be the best person for the job," said Gaynor. "You certainly need some senior people and to be fair, most of the senior people on our team are male. But here's the thing about positive feedback loops, they create self-perpetuating cycles. The men on the team have the experience and track record to be the best person for the job, because we've been given the chance to prove ourselves."


Recollections of Rez





Though it was originally released on the moribund Dreamcast in late 2001, Tetsuya Mizuguchi's rhythm-driven on-rails shooter Rez made a clear impression on the industry. It was re-released on PlayStation 2, remade with HD visuals for the Xbox 360, and conceptually revisited by Mizuguchi himself with 2011's Child of Eden. That legacy looks to extend into the future, as the developer hopes to mark the game's 15th anniversary by launching Rez Infinite for the PlayStation VR in time for the headset's launch this October.


However, in a Game Developers Conference session Thursday morning, Mizuguchi was less concerned with the future of Rez than the original game's development, delivering a post-mortem for the seminal shooter.


Mizuguchi began his talk explaining his creative inspirations, citing two games as formative experiences that provided the original seeds of an idea that would become Rez. The first was 1982's top-down arcade shooter Xevious, and the second was 1989's Xenon 2: Megablast.


Beyond ageism: Industry must think about older gamers





"There is a need for creating games that can be played by a more physically challenged, aging segment of the population. I have no doubt that the creative designers will respond in time."


That's a quote from the father of video games and Magnavox Odyssey creator Ralph Baer. He understood what many developers in the modern industry have thus far mostly ignored: older people enjoy playing games too. At a GDC talk today, Miami University professor Bob De Schutter discussed the implications of an aging player crowd.


Why Cibele's creator wanted players to embody its main character, not control her





During a Game Developers Conference 2016 panel called "How Game Mechanics Helped Players Embody 19-Year-Old Nina in Cibele," Freeman spoke about her goals to help players understand Nina as a character. She described it as a theatrical experience in which players perform as Nina while they play, using her hands and eyes to exist in the game's fictional online space.


How The Witcher Devs Turn Great Ideas Into Game Features



From a 2013 GDC talk, they have just added it to their Youtube channel.


The Witcher 3 developer on talking to fans: 'The worst thing is silence'





At a Game Developers Conference panel yesterday titled "Theory and Practice of Gamer-Centric Brand Development," CD Projekt RED co-founder Marcin Iwinski talked through the branding, marketing and public relations process for last year’s juggernaut role-playing game The Witcher 3.


Iwinski said he feels The Witcher 3 had three pillars that made it a success. First, being a good game. Second, having a "gamer-centric value proposition." And third, the team talking about the game directly to fans, something Iwinski thinks many large publisher teams fail at.


Story Beats: Limbo



From Dark Souls to Manifold Garden: How games tell stories through architecture





Squeezing and letting go yanks you from intimacy to vulnerability, emphasising the grandness of a space and your exposure within it. It conveys narrative in the sense that there is progression from feeling safe and enclosed to feeling awestruck at something much bigger than your own body. Medieval cathedrals typify it, where the aim was to make the viewer feel humbled by God and dwarfed by the institution of the church. It’s no coincidence that FromSoftware’s Dark Souls and Bloodborne – games where the player faces up to deity-like enemies and religious institutions – both prominently feature the architecture of cathedrals.


Religious buildings also tell stories through the layering of history. Sale gives the example of Ely Cathedral in Cambridgeshire, which has its origins in 672 AD but has been built up and added to by people across hundreds of years. You can read history in it. “Or there’s the Brick Lane Mosque,” Sale says. “It was built in the 1700s as a Christian chapel, then in the 19th century it became a synagogue, and then in the 1970s it became a mosque. The fabric of the building hasn’t changed that much, but the small details within it have – and that tells a story.”


Dark Souls and Bloodborne both put the player in decaying worlds and invite them to peel back layers of history. From the ruins of Firelink Shrine and its relationship to the Undead Church above it, to the various connections between Bloodborne’s Central Yharnam, Old Yharnam and Cathedral Ward, Hidetaka Miyazaki and his team of environment designers imply much of the game’s narrative through the clash between one architectural style and another; between one layer of history and the next.


Saving Kate and Saving Myself in Life is Strange





I grew up in a fundamentalist Christian household, the type you see on Trinity Broadcasting Network and Here Come The Duggars. While we didn’t belong to the Quiverfull movement, my father was a pastor at an Evangelical, Pentecostal church and my mother, a cold, troubled woman who militaristically applied her religious philosophy to every aspect of our lives, was plagued by a driving misery punctuated by her legalistic control. My two sisters and I were subject to constant emotional and sometimes physical abuse, confined to a rigid environment where a hypercritical level of vigilance and self-reliance became the only way to survive. Sometimes I don’t know how we did. Survive, that is.


When I first met Kate during Life is Strange, I didn’t come to recognize myself in her until the end of the second chapter. It’d been many years since my parents had first kicked me out of the home at 16. While my packs of birth control were the last straw for my parents, Kate instead maintains her conservativeness even as she is miles away from home at photography prep school. Her angelic image is shattered when Kate is drugged at a party and filmed behaving in promiscuous behavior, a digital-era horror that I was thankfully spared in the ‘90s.





There are several moments in Life Is Strange (2015) which, even now, weeks after finishing it, come into my head on a daily basis. First is the closing sequence of Episode One. As Syd Matters’ “Obstacles” kicks in, we drift away from Max and Chloe by the lighthouse and across the town of Arcadia Bay. We see vignettes of the game’s entire cast—Warren, Victoria, Joyce, Kate, Jefferson, Wells, Nathan. Some of them are working, some are plotting, some are crying. David Madsen, Chloe’s bossy and suspicious step-father, is working on his house. Frank Bowers, the town drug dealer, emerges from his trailer and admires the sky. These are only small moments, but they lend what could otherwise be one-dimensional and predictable characters all important depth.


Drama Ensues As Fire Emblem Fates Fan Translation Gets Canceled, Then Uncanceled





“The original scope of the project was menus and menus only,” wrote shadowofchaos, one of the translators. “ [...] Everything else after that was bonus.”


“Pretty much all the members on the team are burned out, or occupied with life,”


(Side note: I actually spoke with luyairis about the team’s struggles this week, but after talking for more than an hour on Skype, the translation group asked to see a copy of my article before it was published. I told them that wasn’t possible—that’s not how journalism works—and in response, they rescinded their comments and went off the record. You can’t go off the record after going on the record, but I digress. When I originally talked with the group, they pulled a similar set of shenanigans, threatening to release a transcript of our conversation if they didn’t approve of the piece I wrote.)


“I know not a single person cares about my opinion as a translator,” said Master of Memes, “but it’s pretty shitty when people use this, as Jyosua [another poster] put it, ‘ammo against the official localization and, by extension, localizations in general.’ It leads to a lot of misinformation about why we were doing this, and it leads to a disgusting amount of shit-flinging in places like the NeoGAF and the KotakuInAction and such.”


Most of the translators I've known or whose work I know would probably stop if a game is localized and work on the many other games that could use a translation, like maybe Fire Emblem 5. Looks like their work is being picked up by some other people though.


Resident Evil 20th Anniversary Interview – Hiroyuki Kobayashi



Hit the subtitle option to the left of the gear to see it in English.


Halo 2's Cliffhanger Ending Wasn't the Original Design, Composer Says





"We had about four to five weeks to polish Halo at the end...[but] we had none of that for Halo 2," he said. "We miscalculated, we screwed up, we came down to the wire and we just lost all of that. So Halo 2 is far less than it could and should be in many ways because of that. It kills me to think of it."


The SCUMM Diary: Stories behind one of the greatest game engines ever made




Gamasutra highlighted an older 2013 article looking back on the SCUMM engine.



When you talk about of the heyday of LucasArts adventure games, you have to talk about SCUMM, the "Script Creation Utility for Maniac Mansion" that powers some of the most memorable games ever made, such as Full Throttle, Day of the Tentacle and Sam & Max Hit the Road, and, of course, Maniac Mansion.


Aric Wilmunder, along with famed game designer Ron Gilbert, built SCUMM, in effect providing a way for games like these to exist. Wilmunder and journalist Mike Bevan recently got together over email, discussing SCUMM and the stories around it. Here are choice pieces of that conversation, all in the words of Wilmunder.


We thought it was important to put Wilmunder's words on Gamasutra, where they can "live," because SCUMM is not just an engine or a piece of tech. For many developers, it was how they expressed and shared their artistic vision with so many people, during one of the most memorable periods in video game history.


The Man Who Wrote Earthbound




Also from 2013, an older article that Kotaku is spotlighting.



A few weeks ago, Marcus Lindblom logged onto TwitchTV. He found someone playing Earthbound, and he watched them stream for a while. Every time they smiled in the right place or laughed at the right joke, he felt a jolt of vindication. Validation. Eighteen years later, he could finally see people enjoying his work.


Darkest Dungeon's Harrowing Journey Through Steam Early Access





Bourassa and Sigman, though, didn’t really feel like the game’s quality was even the focus of the anger at that point. It’d become personal. It’s why Red Hook ignored or shut down some of said discussions, despite the controversy doing so caused: they weren’t productive.


“For me there’s two kinds [of criticism],” said Bourassa. “There’s the strong negative reactions based around a game itself and tactile, demonstrable changes that went into a game. But where it gets tough for us—especially when it comes to the summer, last-year-type issue—is that the feedback went from purely about the change to about our motivations, our integrity as people, our competence as developers, and became hyperbolic in that sense. That’s painful.”


“We’re human,” said Sigman, “and we always joked even before that stuff that it’s like being in Darkest Dungeon. One of the hardest parts of the game’s development was still trying to read all that feedback. Some of the stuff that was really intense or crazy, we’d still read to try and find good feedback. Some people are intense about how they voice things, and there can be a nugget in there. But there are some people who are kinda lost causes. It’s no longer about the game.”


Bourassa described it as “a campaign to do damage,” and while it was tempting to try and dissuade those people, efforts to do so ultimately proved futile. You could make a case that, early on, Red Hook tried too hard to please everybody—folks who wanted nails in their cereal instead of marshmallows and people who were hoping for something less brutal. In the end, Red Hook had to pick a path and stick to it.

QwiK, DoctorEvil and xKaros like this

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Bravely Second changes blah blah


I couldn't copy and paste the text for whatever reason. blah..

I can't help but wonder how there is overwhelming fan feedback regarding something in a game that isn't even out yet here... Do they mean that the Japanese fans were going wtf over this issue and square decided to fix it for the US release? I find that odd that they'd do that and not like... you know... patch the Japanese release too.


Also I thought there was a kerfuffle about outfit changes or something. Not even ones people understood like covering up more or anything, but just seemingly random changes for no reason. I have no idea about the details regarding htis though because I have yet to play the first game. I tend to be very hesitant to try JRPGs from square these days, I tried the demo, and I didn't see anything great yet, and frankly the weird giant chibi head that are also featureless and oddly puppet looking does not appeal to me at all.


I kinda miss the days when square used more traditional JRPG art styles... now they like experimenting around a lot, which is cool and all, but some seem pretty avant garde or something. THough I have to admit the cast in FF14 is well done in a normal sense visually.



I am Setsuna stuff

Looks interesting, I'll keep an eye out for that, though I have to say the name is kinda blech, oh well.........   ..... I can't use return.. it snaps to the quote now... these new forums are buggy qq... I'm going to multi post because I can't even return anymore, whyy. Edit: Ok I forgot to ramble on about square... Going back to old JRPG classic roots is cool and all, and I having nothing against them making new franchaises instead of using old ones. I mean how often do you hear people complain about companies milking old names right? But seriously... Why couldn't they STAY in the JRPG classic roots or whatever for the mana series instead of of... what they did to that series. why... WHYYY. Oh, and more valkyrie profile please. high end ones too, not handheld... I love handheld games, but valkyrie profile is a series that really makes the most out of better hardware after 2, more please... and don't experiment with it darnit! New franchaises are where you should experiment, not old ones. They got it backwards.


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I can't help but wonder how there is overwhelming fan feedback regarding something in a game that isn't even out yet here... Do they mean that the Japanese fans were going wtf over this issue and square decided to fix it for the US release? I find that odd that they'd do that and not like... you know... patch the Japanese release too.

I assume they mean the Japanese players and people who imported it. I just played Corpse Party Blood Drive and they added an unlimited flashlight battery option because of complaints from Japanese players, I think they patched that into the Japanese version but a company might not want to patch a forced change of an entire scene in a version that they already released.



Also I thought there was a kerfuffle about outfit changes or something.

Changing that scene was just the listed example, they did change other things.


1 hour ago, Ghaleon said:

oh well.........   ..... I can't use return.. it snaps to the quote now... these new forums are buggy qq... I'm going to multi post because I can't even return anymore, whyy.

I don't know why that would be, it's not a problem I have had

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K Trying a new browser which will hopefully not have my quote box issue.


oh I can copy paste in this browser on this site too, nice.

Anyway, I heard about this game during the bloodstained kickstarter community's... uhh... period of higher activity. I like metal music, and I like Castlevania, so I'm actually quasi-interested. I didn't like the alone in the dark art style much though (I think that was the game's name, the one that came out late snes/3do era, not the new remake. it constantly showed pictures of you playing an ordinary looking guy running from some black blob with teeth.  It's much better than that game sure, but it's kind of towards it IMO. mostly with the player character I guess.

Still though, mildly interested, which is saying something because 2d sidescroller/platformers are  a genre I've been sick of for years. I don't hate the genre by default, but I've just seen way too many to really care about new ones anymore.




I hate awards, and not just game awards, but any popular media awards. I think it's just a big circlejerk fest. I could dispute individual ones but I don't think anyone would care and frankly I don't wanna ruin the current hour =P


This reminds me of when Reccettear was out, Andrew was like 'thank you to all our fans, including the pirates!'. Reccettear was special because it was the first doujin game that ever appeared on steam that I'm aware of, and it was a massive hit to boot. It was kind of my hope that we'd see a lot more doujin games coming over, and there are more, which is great, but I do wish to have more still, and I don't mean sakura swim oppai club fondle girl beach cutie 6... not that I'm opposed to those releases, I just want to see the other stuff more often too.

I have to admit I myself have been eyeballing punch club, it looks like a game that can run just as well on a phone as it can on a pc, and whenever I see those games I can't help but be nervous because every time I see a game on phone that looks like it might actually be a quality game, it still falls short and feels like 'another crappy phone game'... and on pc... that game looks like something that was ported from a phone to begin with (even if it wasn't... it wasn't was it? I don't think it was).

I don't mean because of the graphics or anything (I'm normally sick of pixel based art in games being overdone lately, but punch club's looks pretty decent like a proper snes game or something... not like a commodore 64 game or something)

It's probably a game I'm gonna grab as soon as I see it for sale on humblebundle with other games, or on a steam summer sale or something... I wonder where canada falls in the piracy spectrum though, not that I really care, just curious. 



This is something I can't really be an authority on because I don't attend professional e-sports venues or whatever. There are none in my area, and even if there were, fighting games seem to be the only one people play in NA, or halo/call of duty...Though I wasn't too shabby with modern warfare 1. I mean I was no pro, but if there was a community and I was part of it I could learn from peers and maybe, maybe not, who knows.

But in any case, I've been a gamer nerd all my life, and gamer nerds didn't chase away girls. In fact, we were shunned by everyone (girls included) by lines like we'll never go outside, we'll never have a girlfriend, yada yada.... Now videogames are a popular thing, and the media and people who have connections are making gamers out to be some kind of misogynistic pile of bullies who never grew past age 6's 'eww cooties' stage (which I, nor any other game I knew irl ever went thru to begin with I may add!).

I question the credibility of this being an issue in actual tournaments and whatever. I mean wasn't the heroes of the storm champion a woman? Maybe not, I forget, but I thought some super nerd gaming champ was a woman....Yeah they might get flak online, but online is online, not reality, and everyone gets shit online. I think they even did a study where they actually counted the average flame tweets per person, and men actually got more.... Not to mention I have little doubt women get more SUPPORT if and when they are the target to bullying.

I'm dubious... just saying. I'm not even opposed to the idea though. Just questioning if it is in fact needed. I'm sure there are women out there who will become more interested in gaming if and when this becomes a thing available for them, and I'm all for adding to the gaming community. 




I wish this article came out 20 years earlier, back when people were convinced videogames will fry your brain =P. That said I had a similar thing with unreal tournament 2k3. I played FPS games on occasion beforehand, but not a whole lot. But in college UT2K3 was installed in nearly every computer...to encourage scripting using the unreal engine, anyway... I was always pretty good at videogames by default. I mean I doubt I could compare to a professional with their dedication and practice to one game or two or a genre. But I was the kinda guy that could play something for the first time and make it 2-3 levels further than everyone else on their first try, and I was the guy who would beat the game before anyone else (back when beating a game was something people didn't always do... unlike now where they take it for granted and games are so easy that people go out of their way to beat them handicapped with the starting gun and whatever for some e-trophy).

But the people playing 2k3 at that school cleaned my clock. I would get mauled like 25 deaths and 3 kills. I went from being pretty average in FPS games, to suddenly playing with people who could defeat the bots on godlike (godlike bots in unreal are much more threatening than most game's hardest difficulty CPUs). But it was fun, and I could see myself learning pretty darn fast. I mean I started off with that 3-25 KD ratio, but within a week I managed to double that, and by a month I could get like 15-25... after 2 years, I won cash in the local tournament!

I can't say the whole experience taught me how to learn stuff I didn't know by default or whatever. But it did teach me how to learn games even better than before... If there's a game where I am not the best person I know, you can get really really good really really quick by playing against people who own you....I mean it's obvious that you learn by hanging out with your betters, that's a fact of life, but society kinda teaches people that  your betters need to hold back and put on training wheels as they guide you thru the learning process... It doesn't really tell you that you learn best, even when you know absolutely nothing, by going against someone who is a grand master trying their best rather than taking it at your pace... But you really do...at least with videogames. If you wanna learn martial arts or something, I would not suggest attempting to ambush a military base with your bare hands or something to learn =P




I didn't actually read this article, but I just wanna pipe in that I think Joe said it better... it's not that it's a terrible Tom Clancy game... it's that Tom Clancy is a terrible addition (more like ball and chain to foot) to the Division.




I have my own opinions about these kinds of matters, and nobody ever agrees with them. People think it's too 'big brother'... I'm opposed to the xbone spying on you even when it's turned off.. I'm oppsed to windows 10 doing its thing, I'm opposed to that kinda thing. But I think videogame profiles should have some kind of connection to your real identity....However I'm opposed to selective punishment. I don't like anti-abuse advocates being abusive themselves and getting away with it because they play the victim while doing it or whatever. I'm really for a zero tolerance no preferential treatment hard approach to these kinds of things. Your private matters online should be private... but social networking sites and online communities aren't effing private. 



I read this on my phone a couple days ago and don't remember it all, but I recall thinking the title was misleading... I don't reall any of it being about trying to learn anything. I just remember some people talking to other people at an auditorium or something like that... I also recall feeling like the article was trying to grab attention in a cheap manner by consistently referencing tentacles without really ever discussing them beyond a single person mentioning them off-hand in passing and not elaborating on anything at all.


In any case, I honestly am tired of sexuality being a thing in entertainment where it's not the focus. I don't like how they dropped several important plot points in game of thrones the TV series, but made sure they included like every darn sex scene in the books, and even added some I think (I recall the books implying that whats his name baratheon and pretty boy knight guy were a couple, but I don't recall them ever explicitly mentioning it, and I certainly don't recall them actually getting a sex scene. I could be wrong though). I also don't like how they add little to games but are constantly the hot topic for everyone like sex in dragon age. If those scenes were missing, would the gameplay be affected? no, would the story be affected? I'd say no... But yeah, it's all anyone ever talks about regarding that series it seems. Sexuality this and that.. gah.

I wish that people who want sex would just buy and/or make adult oriented games. Though I suppose those games would have less resources and fidelity and... yeah... ugh.... I guess I don't blame consumers for wanting to get hot and bothered by high budget virtual characters instead of low budget ones.


I don't blame them but it still annoys me how sexuality is some important thing that gets so much attention and power for something that it kinda has to ride the coattails of. I hope sometime in the future ripping game models with their rigs and stuff becomes easy so people can just rip whatever game characters they like and do whatever their fantasies they desire with... like... 3d model animated photoshop thing... You already can with like mikumikudance or something but that's kind of niche software, and it has its own format and the purpose isn't really for...that...


I'm a fucking prude damnit.. why do I constantly have to be discussing these things! ugh.




Oh weird, this article wasn't there on my phone last time, or I overlooked it....Anyway this, yes this.. support this guy now and don't ban him so prudes like me can have our normal games back without that stuff... But yeah, like I said, I imagine even if you have people who try to make sex-focused games, that the character models likely don't have as much detail and customization and whatever as something squareenix makes, or whatever.



Normally I hate it when journalists make the fans of videogames out to look like this massive blob of hateful spoiled little shits when it's really just a vocal minority that they cherry pick to demonize a demographic that has been overdemonized for 20 effing years already.

But fuck do I know how right they are when it comes to fan-translation projects. I know they fail most of the time, they get cancelled, they make promises they can't keep...But people seem to think making a fan translation patch for a game (especially one current hardware consoles! wtf?!) is little more difficult than re-writing some text and hitting save...Then they give fan-translation teams a hell of a time, and when they make progress, they rant and rave and criticize every stupid little choice of words used. I frequently see some so-called Japanese expert criticizing that they translated it to mean something that makes perfect sense to me, and when they say their 'better solution', I'm scratching my head thinking I wouldn't even know wtf that means if I didn't see the original line they were complaining about first.

fan-translation fans are the worst group of people in the gaming industry I've ever had to deal with... worse than dota's community, worse than LoL's community... Don't even get me started.


Even if a fan-translation was complete shit even by MY standards, I would still respect the fan-translator just for putting up with that shit unpaid. I mean it's like crawling thru sewage and offering to clean it up... but only getting rid of a couple buckets worth instead of tonnes worth...But you did that couple of buckets with your bare hands and ran away in disgust... they failed but man did they go thru something trying and they have my respect for it.




I got Darkest Dungeon early on during its early access because someone on this very forum made some review of it or whatever...Which is weird because that was like the first and only time I ever really browsed that section of the forum... I think it popped up in the latest topics sidebar, and the rouge-like/dungeoncrawler fan of me just saw the word 'dungeon' and I clicked.


Anyway I played it early on in its development, and continued to play a little bit after each major patch. Including the infamous corpse+heart attack patch...Frankly that patch was by far my favorite (and it was before it was optional). There was indeed a lot of hyperbolic complaints, but the forums weren't dominated by them, this article itself is fairly hyperbolic about the matter as well frankly! The real situation was that the feedback forums pretty much had 2-3 threads on page 1 constantly (out of like 12-15 or so)...So yeah they were there constantly, but there were still more stuff on the forums discussing other matters than not.


I would argue against the people whining about these changes, I really thought the corpse one in particular really added to the game... I'd constantly see people whining saying 'it adds nothing, it's pointless, it adds nothing, wahhh'...I'd constantly point out 'it adds a lot, not nothing'... to be specific... if you played the game you'd know.. but basically you bring 4 dudes (you can bring less but you wanna bring 4) in a dungeon, where you frequently encounter enemies of 4 (sometimes less, but such encounters are pretty rare and easy, most have 4..well some have less and 'count' as 4 because big creatures taking 2 spots or whatever).

Basically each of your characters have 4 different skills that they can use, and disregarding support moves, they all have limitations on which enemies they can target...they target enemies occupying specific slots as in slots 1-4... most moves target 2 or 3 different slots, so like slots 1,2,3... or 2,3,4... or 1,2. or 3,4... there are some odd balls like 2,3... or 1 only, and 4 only. But whatever. In any case, 4 is the back, and 1 is the front... should you kill an enemy that is occupying slots 1-3... the slot 4 enemy (and everyone else 'behind' said enemy that was killed) would move up, making the 4th slot empty. This would make any skills that affect slot 4 only useless...and any abilities that would affect slots 3 AND 4 would effectively be at half 'value'....This inherantly made skills that affected the front have an edge over those that affect the rear...and it turns out that some of the least popular/powerful classes feature abilities that affect the rear...The plague doctor is constantly criticized for being a 'weak' class, and one of her best movies is blinding powder, which has a good chance of stunning both enemies in slots 3 and 4.


What the corpse patch did was that you could slay a creature in slots 1 or 2 or whatever...and their corpse would remain in that slot, so your moves limited to the back would no longer be ineffective. This made rear-targeting moves more practical, and 'buffed' weak classes like the plague doctor as a side-effect. Incidentally, many of the people complaining about this issue felt it made the game needlessly harder by wasting more time because they would make parties with heavy emphasis on front-targeting abilities while neglecting the rear...instead of adapting to the change, and enjoying that the number of classes that now have a more practical use suddenly jumped up! ugh.


However the way red hook (that's the name right? I forgot) handled this matter kinda made me sad... I mean making it optional is great, I'm all for that. I wish more game devs made more things optional or adjustable. sweet! But I don't like how they let themselves be overwhelmed by this shit storm and effectively neglected many of the more fruitful feedback comments. For example my own gripe for the game which I've seen other people voice at times as well is how level limitations are implimented... I can understand the desire to keep challenge by preventing the player from bringing overpowered characters to dungeons that were designed for weaker characters. However the hard line of cut off is akward, and this can be worked around by intentionally rotating hero recruitment like a disposable supply chain. This way you make profits, don't have to maintain their stress or bad perks, and upgrade your town...then can proceed to conquer these dungeons with decked out characters benefiting from a town that's a tier or two above where you should be otherwise... in fact the game actually PUNISHES you for being SUCCESSFUL at dungeon exploration! Because if you succeed at clearing much without losing any heroes, it gimps your profits and development time...Which would be fine if there was a score element to how fast you clear some content, but there isn't.


Edit: one effing big news post.. thanks.. it was like an easter gift! =P


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